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gareth



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  13/07/2002
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29th July, 2003 at 05:23:22 -

im making a platform game, im making a level for it, the level has about 110 objects init, but now when i add a new object in the level editor its there, but when i play the game its gone, it cant be the object limite as its only on 110 and any objects created due to events are still created, its also not just one object, if i add any object its there in the editor but not there in the game, i hav no idea why this is happening, can anyone help???

 
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  23/09/2002
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29th July, 2003 at 05:28:15 -

try changing the "Scrolling" options. this was happening to me the other day, in MMF no less, so i changed the "Inactivate object if far from window" from greyed tick to full tick. or you could try disabling "Load on call".

 
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  29/07/2002
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29th July, 2003 at 05:28:41 -

I'm not very sure about that. But it might of been some weird code you put in, look around and check for destroy/visibilty commands. Soz,

-Andy

 
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gareth



Registered
  13/07/2002
Points
  1018
29th July, 2003 at 05:33:42 -

i need them to be active when out of window, but ill check load on call. and its not part of the code as i have many spikes in the level, add a new spike and only that one is gone.

 
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Kramy



Registered
  08/06/2002
Points
  1888
29th July, 2003 at 11:38:45 -

If you want it to not move when the screen scrolls(for example, a permanent interface) uncheck "follow the playfield" otherwise, check it.
Something to remember.....the screen always starts at 0,0. So even if your game has a 2000x6000 zone, you'll need to put the "non-scrolling" objects in the top left screen for them to appear.

As for objects that scroll..
Deactivate "inactive object if far from window". Deactivating this should allow you to use the object in events, since it will still be active.
If "Display as background"(might be TGF only) is checked, disable that. That prevents some objects from being affected by many events. A counter, for example, sometimes will not display the change in its value. Sometimes active objects will have weird distortions in their animations.(assuming they started on the screen)

I might have a way for you to spawn spikes...

Have 2 invisible spawners just outside the "screen". Whenever they're not overlapping a backdrop(safe land your char walks on)and not overlapping spikes, and not overlapping "deadfall zone", create spikes.
Add your spike code...ouch, I just lost 4 health, etc.
Now...make sure your first spike has "inactive object if far from window" unchecked.
Whenever spike comes -48 pixels close to border, destroy it.

The deadfall zone can be removed if you want.....unless you want bottomless pits.

I just came up with this off the top of my head, but it should work.


 
Kramy

Kramy



Registered
  08/06/2002
Points
  1888
29th July, 2003 at 11:38:46 -

If you want it to not move when the screen scrolls(for example, a permanent interface) uncheck "follow the playfield" otherwise, check it.
Something to remember.....the screen always starts at 0,0. So even if your game has a 2000x6000 zone, you'll need to put the "non-scrolling" objects in the top left screen for them to appear.

As for objects that scroll..
Deactivate "inactive object if far from window". Deactivating this should allow you to use the object in events, since it will still be active.
If "Display as background"(might be TGF only) is checked, disable that. That prevents some objects from being affected by many events. A counter, for example, sometimes will not display the change in its value. Sometimes active objects will have weird distortions in their animations.(assuming they started on the screen)

I might have a way for you to spawn spikes...

Have 2 invisible spawners just outside the "screen". Whenever they're not overlapping a backdrop(safe land your char walks on)and not overlapping spikes, and not overlapping "deadfall zone", create spikes.
Add your spike code...ouch, I just lost 4 health, etc.
Now...make sure your first spike has "inactive object if far from window" unchecked.
Whenever spike comes -48 pixels close to border, destroy it.

The deadfall zone can be removed if you want.....unless you want bottomless pits.

I just came up with this off the top of my head, but it should work.


 
Kramy
   

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